Efficient Rendering of Many volumetric particles
The best solution I found is by utilizing the point density node in the cycles materials. First, I placed a material with vertices - this method was described in my original post. Then, placing a cube around the coordinate extremes and assigning the vertex group as the first mesh. There are some toggles (resolution and radius), these are assigned to match the grid-size as defined by the simulation. Then the remaining of the problem is found in: Is there an easy way to make volumetric clouds for Cycles?.

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The result of said manipulation is as follows